DHMP (DOOM High-res Model Project)

Comments

Actually none of the reported issues have been addressed, despite removing the barrel model from the package.

The animation of the Spider Mastermind's legs looks really good, way better than the sprite. But the Spider Mastemind appears to squint, the pupils are too close to the center which destroys the immersion for me, because the Spider Mastermind appears to make a funny face or has gone plain mental.

The sizing of the model, especially its height, appears not quite right yet.

I have submitted all issues now. While on it I took the liberty to add Vermil's complaints and suggestions regarding the Pinky and SpiderMastermind. I think that's in everybody's interest.

I have to apologize, actually some issues were fixed which I only noticed later on on closer inspection (reflections.pack). To compensate, I found and reported some new issues.

Regarding the rocket.pack, the previously described issue (model too small) has completely changed to the opposite, probably due to the recent changes to the perspective matrix in Doomsday. I added screenshots to the reported issues were appropriate.

Although looks like some of the DHMP packs have redundant tags. @KuriKai, if a word is in the package title, it has no benefit to have it also as a tag because both have the same effect when searching. For example, the "DHMP Chaingun" package does not need the "chaingun" tag.

Basically, dependencies allow you to set up one "all-in-one" package that loads everything else via the "requires" dependency. This all-in-one package could be a subpackage under com.hiriwa.dhmp, or it could be a standalone package that just refers to the DHMP packages by their IDs.

For a Snowberry Box style organization, you could have the main package be "com.hiriwa.dhmp.pack", and everything else is subpackages inside it. The metadata of "com.hiriwa.dhmp.pack" itself could then specify the required and optional packages.

We have quite a few entries in our pack now. I'm wondering if maybe having a drop-down menu to handle individual objects in a pack would be a good idea.

Currently, you have to go through a long list of 25 items hitting the plus marker to load them.

It would be nice if the DHMP had a single listing in the mod list that you had one check box to load the entire pack. To maintain granularity (people will always be arguing over shotgun models!) there would be a dropdown menu where you could untick/tick individual items in the pack.

It would be nice if the DHMP had a single listing in the mod list that you had one check box to load the entire pack. To maintain granularity (people will always be arguing over shotgun models!) there would be a dropdown menu where you could untick/tick individual items in the pack.

This functionality is already available in Doomsday. If a pack defines the "recommends"/"extras" dependencies, the Options popup will be available for the package and you'll have individual toggles for each of the optional packages.

If a character string delimited by spaces exceeds the maximum line length of 33 characters, Doomsday shifts down the entry by one line, starting from the beginning of the overlong string and then applies a line break. The 'version' and 'license' entries are affected likewise. Bug #2310

I've recorded videos both of the Chaingun sprites and the model, slowed down to 7 fps, which should help to recognize the spinning direction of the barrels. (EDIT: fooled by the brain the sprites can actually spin both ways)

EDIT: Due to PostFatal 's post I reviewed my video of the Chaingun sprites. I agree that actually your brain makes up whether the sprite rotates clockwise or counter-clockwise. If you watch the video of the chaingun sprites and decide on a spinning direction, you can actually see it.

One can also reduce Doomsday's game ticks to get a similar slow down effect. I have a written a macro which is bound to keyboard function keys, but that's probably too advanced for the average user, so I won't go into details here.